fuck it.
http://tf2.gamebanana.com/maps/173331
I've probably already shown off plenty of SD screens, but here's a better shot of the rocket
Soooooo.... the chooser then.
The first (and only) thing players see when they join RED is the instructions. They get to look at that for 30 seconds before the Heavy Bag Hunt begins.
No, you're not on an acid trip. The screens mounted on top there give progress bars to show how many bags remain for each gametype.
Also making it's debut is CP_3Melee_Fort_Event, that 3-point halloween map. I mutilated an early build of Melee Fort, maybe it's third ever compile, long before I even gave it gametypes. This is the monster it is now. Hardly recognizable as Melee Fort, isn't it?
And the big reveal. Shocking, isn't it? The Tesla coils will randomly activate, frying anyone dub enough to be standing on them.
Believe it or not, like RCTF before it, the Halloween map was actually a request. A request for someone I couldn't possibly turn down.
CHANGES FROM A12
GENERAL CHANGES
- New gametype (officially) added: SD Melee Fort! Now with 102% less suck!
- NEW new gametype! CP_3Melee_Fort_Event! 3 Points with a spooooooooky halloween theme!
- The Chooser returns! Get ready for the Heavy Bag Hunt!
- Removed the Nobuild brush for all versions exept DUEL. Engineers can now build Dispensers and Teleporters, but not Sentry Guns.
- Extended the soundscape brushes a bit for versions that use Titantrons. Now you should be able to hear your bad-ass tunes in the spawnroom.
- Added "Melee 1" auto-fire output on all maps, and a "Melee 0" output fired when someone activates the func_regenerate trigger in the weapons caches after the round ends. For servers with corresponding melee mods, this acts as a limited failsafe to better ensure compatibility with future updates.
- The resupply sheds now open like a closet instead of a typical rotating door, allowing for easier access.
- Looping kill inputs (ie Sandman's ball) are stopped on round's end.
- Fixed issue with some weapons not stripping properly
- Some long overdue skybox optimization
ARENA CHANGES
- Fixed the order in which RED players spawned. Now they'll start inside the large hall, then spill over into the stage spawn, before the toll booths, just like BLU.
CP CHANGES
- Removed a bunch of superflous cameras and fixed the rest
CTF CHANGES
- Fixed issue with the broken resupply locker function still working.
KOTH CHANGES
- Coulda' sworn I fixed that texture alignment with the respawn visualizer at RED's side...
RCTF CHANGES
- Added weapons sheds inside the Slobberknocker Storehouse, and by BLU's spawn.